584 lines
17 KiB
C++
584 lines
17 KiB
C++
// sample.hxx -- Audio sample encapsulation class
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//
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// Written by Curtis Olson, started April 2004.
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// Modified to match the new SoundSystem by Erik Hofman, October 2009
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//
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// Copyright (C) 2004 Curtis L. Olson - http://www.flightgear.org/~curt
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// Copyright (C) 2009 Erik Hofman <erik@ehofman.com>
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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/**
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* \file
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* Provides a audio sample encapsulation
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*/
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#ifndef _SG_SAMPLE_HXX
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#define _SG_SAMPLE_HXX 1
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#include <simgear/math/SGMath.hxx>
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#include <simgear/props/props.hxx>
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enum {
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SG_SAMPLE_MONO = 1,
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SG_SAMPLE_STEREO = 2,
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SG_SAMPLE_4BITS = 4,
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SG_SAMPLE_8BITS = 8,
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SG_SAMPLE_16BITS = 16,
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SG_SAMPLE_UNCOMPRESSED = 0,
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SG_SAMPLE_COMPRESSED = 256,
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SG_SAMPLE_MONO8 = (SG_SAMPLE_MONO|SG_SAMPLE_8BITS),
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SG_SAMPLE_MONO16 = (SG_SAMPLE_MONO|SG_SAMPLE_16BITS),
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SG_SAMPLE_MULAW = (SG_SAMPLE_MONO|SG_SAMPLE_8BITS|SG_SAMPLE_COMPRESSED),
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SG_SAMPLE_ADPCM = (SG_SAMPLE_MONO|SG_SAMPLE_4BITS|SG_SAMPLE_COMPRESSED),
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SG_SAMPLE_STEREO8 = (SG_SAMPLE_STEREO|SG_SAMPLE_8BITS),
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SG_SAMPLE_STEREO16 = (SG_SAMPLE_STEREO|SG_SAMPLE_16BITS)
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};
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/**
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* manages everything we need to know for an individual audio sample
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*/
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class SGSoundSampleInfo
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{
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public:
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SGSoundSampleInfo();
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~SGSoundSampleInfo() {}
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/**
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* Returns the format of this audio sample.
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* @return SimGear format-id
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*/
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inline unsigned int get_format() {
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return (_tracks | _bits | _compressed*256);
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}
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/**
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* Returns the block alignment of this audio sample.
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* @return block alignment in bytes
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*/
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inline unsigned int get_block_align() {
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return _block_align;
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}
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/**
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* Get the reference name of this audio sample.
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* @return Sample name
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*/
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inline std::string get_sample_name() const { return _refname; }
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/**
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* Returns the frequency (in Herz) of this audio sample.
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* @return Frequency
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*/
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inline unsigned int get_frequency() { return _frequency; }
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/**
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* Get the current pitch value of this audio sample.
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* @return Pitch
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*/
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inline float get_pitch() { return _pitch; }
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/**
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* Get the final volume value of this audio sample.
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* @return Volume
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*/
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inline float get_volume() { return _volume * _master_volume; }
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/**
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* Returns the size (in bytes) of this audio sample.
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* @return Data size
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*/
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inline size_t get_size() const {
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return (_samples * _tracks * _bits)/8;
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}
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inline size_t get_no_samples() { return _samples; }
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inline size_t get_no_tracks() { return _tracks; }
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/**
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* Get the absolute position of this sound.
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
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* @return Absolute position
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*/
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inline SGVec3d& get_position() { return _absolute_pos; }
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/**
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* Get the orientation vector of this sound.
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
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* @return Orientaton vector
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*/
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inline SGVec3f& get_orientation() { return _orivec; }
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/**
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* Get the inner angle of the audio cone.
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* @return Inner angle in degrees
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*/
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inline float get_innerangle() { return _inner_angle; }
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/**
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* Get the outer angle of the audio cone.
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* @return Outer angle in degrees
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*/
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inline float get_outerangle() { return _outer_angle; }
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/**
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* Get the remaining gain at the edge of the outer cone.
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* @return Gain
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*/
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inline float get_outergain() { return _outer_gain; }
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/**
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* Get velocity vector (in meters per second) of this sound.
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
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* @return Velocity vector
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*/
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inline SGVec3f& get_velocity() { return _velocity; }
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/**
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* Get reference distance ((in meters) of this sound.
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* This is the distance where the gain will be half.
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* @return Reference distance
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*/
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inline float get_reference_dist() { return _reference_dist; }
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/**
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* Get maximum distance (in meters) of this sound.
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* This is the distance where this sound is no longer audible.
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* @return dist Maximum distance
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*/
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inline float get_max_dist() { return _max_dist; }
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/**
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* Test if static data of audio sample configuration has changed.
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* Calling this function will reset the flag so calling it a second
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* time in a row will return false.
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* @return Return true is the static data has changed in the mean time.
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*/
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bool has_static_data_changed() {
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bool b = _static_changed; _static_changed = false; return b;
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}
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protected:
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// static sound emitter info
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std::string _refname;
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unsigned int _bits;
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unsigned int _tracks;
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unsigned int _samples;
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unsigned int _frequency;
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unsigned int _block_align;
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bool _compressed;
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bool _loop;
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// dynamic sound emitter info (non 3d)
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bool _static_changed;
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bool _playing;
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float _pitch;
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float _volume;
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float _master_volume;
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// dynamic sound emitter info (3d)
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bool _use_pos_props;
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bool _out_of_range;
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float _inner_angle;
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float _outer_angle;
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float _outer_gain;
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float _reference_dist;
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float _max_dist;
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SGPropertyNode_ptr _pos_prop[3];
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SGVec3d _absolute_pos; // absolute position
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SGVec3d _relative_pos; // position relative to the base position
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SGVec3d _direction; // orientation offset
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SGVec3f _velocity; // Velocity of the source sound.
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// The position and orientation of this sound
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SGQuatd _orientation; // base orientation
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SGVec3f _orivec; // orientation vector
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SGVec3d _base_pos; // base position
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SGQuatd _rotation;
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private:
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static std::string random_string();
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};
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class SGSoundSample : public SGSoundSampleInfo, public SGReferenced {
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public:
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/**
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* Empty constructor, can be used to read data to the systems
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* memory and not to the driver.
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*/
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SGSoundSample();
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/**
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* Constructor
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* @param file File name of sound
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Buffer data is freed by the sample group
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*/
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SGSoundSample(const char *file, const SGPath& currentDir);
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/**
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* Constructor.
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* @param data Pointer to a memory buffer containing this audio sample data
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The application may free the data by calling free_data(), otherwise it
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will be resident until the class is destroyed. This pointer will be
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set to NULL after calling this function.
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* @param len Byte length of array
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* @param freq Frequency of the provided data (bytes per second)
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* @param format SimGear format id of the data
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*/
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SGSoundSample( void** data, int len, int freq, int format=SG_SAMPLE_MONO8 );
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SGSoundSample( const unsigned char** data, int len, int freq,
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int format = SG_SAMPLE_MONO8 );
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/**
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* Destructor
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*/
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virtual ~SGSoundSample ();
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/**
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* Test if this audio sample configuration has changed since the last call.
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* Calling this function will reset the flag so calling it a second
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* time in a row will return false.
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* @return Return true is the configuration has changed in the mean time.
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*/
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bool has_changed() {
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bool b = _changed; _changed = false; return b;
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}
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/**
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* Detect whether this audio sample holds the information of a sound file.
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* @return Return true if this sample is to be constructed from a file.
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*/
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inline bool is_file() const { return _is_file; }
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SGPath file_path() const;
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/**
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* Schedule this audio sample for playing. Actual playing will only start
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* at the next call op SoundGroup::update()
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* @param _loop Define whether this sound should be played in a loop.
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*/
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void play( bool loop = false ) {
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_playing = true; _loop = loop; _changed = true; _static_changed = true;
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}
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/**
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* Check if this audio sample is set to be continuous looping.
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* @return Return true if this audio sample is set to looping.
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*/
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inline bool is_looping() { return _loop; }
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/**
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* Schedule this audio sample to stop playing.
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*/
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virtual void stop() {
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_playing = false; _changed = true;
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}
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/**
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* Schedule this audio sample to play once.
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* @see #play
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*/
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inline void play_once() { play(false); }
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/**
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* Schedule this audio sample to play looped.
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* @see #play
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*/
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inline void play_looped() { play(true); }
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/**
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* Test if a audio sample is scheduled for playing.
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* @return true if this audio sample is playing, false otherwise.
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*/
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inline bool is_playing() { return _playing; }
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/**
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* Set this sample to out-of-range (or not) and
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* Schedule this audio sample to stop (or start) playing.
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*/
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inline void set_out_of_range(bool oor = true) {
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_out_of_range = oor; _playing = (!oor && _loop); _changed = true;
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}
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/**
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* Test if this sample to out-of-range or not.
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*/
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inline bool test_out_of_range() {
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return _out_of_range;
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}
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/**
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* Set the data associated with this audio sample
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* @param data Pointer to a memory block containg this audio sample data.
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This pointer will be set to NULL after calling this function.
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*/
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inline void set_data( const unsigned char **data ) {
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_data = (unsigned char*)*data; *data = NULL;
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}
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inline void set_data( const void **data ) {
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_data = (unsigned char*)*data; *data = NULL;
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}
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/**
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* Return the data associated with this audio sample.
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* @return A pointer to this sound data of this audio sample.
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*/
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inline void* get_data() const { return _data; }
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/**
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* Free the data associated with this audio sample
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*/
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void free_data();
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/**
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* Set the source id of this source
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* @param sid source-id
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*/
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virtual void set_source(unsigned int sid) {
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_source = sid; _valid_source = true; _changed = true;
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}
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/**
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* Get the source id of this source
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* @return source-id
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*/
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virtual unsigned int get_source() { return _source; }
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/**
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* Test if the source-id of this audio sample is usable.
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* @return true if the source-id is valid
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*/
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virtual bool is_valid_source() const { return _valid_source; }
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/**
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* Set the source-id of this audio sample to invalid.
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*/
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virtual void no_valid_source() { _valid_source = false; }
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/**
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* Set the buffer-id of this source
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* @param bid buffer-id
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*/
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inline void set_buffer(unsigned int bid) {
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_buffer = bid; _valid_buffer = true; _changed = true;
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}
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/**
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* Get the buffer-id of this source
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* @return buffer-id
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*/
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inline unsigned int get_buffer() { return _buffer; }
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/**
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* Test if the buffer-id of this audio sample is usable.
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* @return true if the buffer-id is valid
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*/
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inline bool is_valid_buffer() const { return _valid_buffer; }
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/**
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* Set the buffer-id of this audio sample to invalid.
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*/
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inline void no_valid_buffer() { _valid_buffer = false; }
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/**
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* Set the playback pitch of this audio sample.
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* Should be between 0.0 and 2.0 for maximum compatibility.
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* @param p Pitch
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*/
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inline void set_pitch( float p ) {
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if (p > 2.0) p = 2.0; else if (p < 0.01) p = 0.01;
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_pitch = p; _changed = true;
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}
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/**
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* Set the master volume of this sample. Should be between 0.0 and 1.0.
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* The final volume is calculated by multiplying the master and audio sample
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* volume.
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* @param v Volume
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*/
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inline void set_master_volume( float v ) {
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if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
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_master_volume = v; _changed = true;
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}
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/**
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* Set the volume of this audio sample. Should be between 0.0 and 1.0.
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* The final volume is calculated by multiplying the master and audio sample
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* volume.
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* @param v Volume
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*/
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inline void set_volume( float v ) {
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if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
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_volume = v; _changed = true;
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}
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/**
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* Set the SimGear format of this audio sample.
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* @param format SimGear format-id
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*/
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inline void set_format( int fmt ) {
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_tracks = fmt & 0x3; _bits = fmt & 0x1C; _compressed = fmt & 0x100;
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}
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inline void set_bits_sample( unsigned int b ) { _bits = b; }
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inline void set_no_tracks( unsigned int t ) { _tracks = t; }
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inline void set_compressed( bool c ) { _compressed = c; }
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/**
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* Set the block alignament for compressed audio.
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* @param block the block alignment in bytes
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*/
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inline void set_block_align( int block ) {
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_block_align = block;
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}
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/**
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* Set the frequency (in Herz) of this audio sample.
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* @param freq Frequency
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*/
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inline void set_frequency( int freq ) { _frequency = freq; }
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/**
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* Sets the size (in bytes) of this audio sample.
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* @param size Data size
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*/
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inline void set_size( size_t size ) {
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_samples = size*8/(_bits*_tracks);
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}
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inline void set_no_samples(size_t samples) { _samples = samples; }
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/**
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* Set the position of this sound relative to the base position.
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
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* @param pos Relative position of this sound
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*/
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inline void set_relative_position( const SGVec3f& pos ) {
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_relative_pos = toVec3d(pos); _changed = true;
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}
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/**
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* Set the base position in Cartesian coordinates
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* @param pos position in Cartesian coordinates
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*/
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inline void set_position( const SGVec3d& pos ) {
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_base_pos = pos; _changed = true;
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}
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inline void set_position_properties(SGPropertyNode_ptr pos[3]) {
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_pos_prop[0] = pos[0]; _pos_prop[1] = pos[1]; _pos_prop[2] = pos[2];
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if (pos[0] || pos[1] || pos[2]) _use_pos_props = true;
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_changed = true;
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}
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/**
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* Set the orientation of this sound.
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* @param ori Quaternation containing the orientation information
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*/
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inline void set_orientation( const SGQuatd& ori ) {
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_orientation = ori; _changed = true;
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}
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inline void set_rotation( const SGQuatd& ec2body ) {
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_rotation = ec2body; _changed = true;
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}
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/**
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* Set direction of this sound relative to the orientation.
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* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
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* @param dir Sound emission direction
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*/
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inline void set_direction( const SGVec3f& dir ) {
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_direction = toVec3d(dir); _static_changed = true;
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}
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/**
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* Define the audio cone parameters for directional audio.
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* Note: setting it to 2 degree will result in 1 degree to both sides.
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* @param inner Inner cone angle (0 - 360 degrees)
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* @param outer Outer cone angle (0 - 360 degrees)
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* @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
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*/
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void set_audio_cone( float inner, float outer, float gain ) {
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_inner_angle = inner; _outer_angle = outer; _outer_gain = gain;
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_static_changed = true;
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}
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/**
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* Set the velocity vector (in meters per second) of this sound.
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* This is in the local frame coordinate system; x=north, y=east, z=down
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* @param Velocity vector
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*/
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inline void set_velocity( const SGVec3f& vel ) {
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_velocity = vel; _changed = true;
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}
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/**
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* Set reference distance (in meters) of this sound.
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* This is the distance where the gain will be half.
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* @param dist Reference distance
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*/
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inline void set_reference_dist( float dist ) {
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_reference_dist = dist; _static_changed = true;
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}
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/**
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* Set maximum distance (in meters) of this sound.
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* This is the distance where this sound is no longer audible.
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* @param dist Maximum distance
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*/
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inline void set_max_dist( float dist ) {
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_max_dist = dist; _static_changed = true;
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}
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inline virtual bool is_queue() const { return false; }
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void update_pos_and_orientation();
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protected:
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bool _is_file;
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bool _changed;
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// Sources are points emitting sound.
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|
bool _valid_source;
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|
unsigned int _source;
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private:
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|
unsigned char* _data;
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|
|
|
// Buffers hold sound data.
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|
bool _valid_buffer;
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|
unsigned int _buffer;
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|
};
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|
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|
#endif // _SG_SAMPLE_HXX
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